If its true than all syngergy with Mergen, BM and pretty much every other archer class is gone
Except sapper
Falcon change
Circling Duration (nerf) from 15+1s per skill lvl to 10+1s per skill lvl
Circling Atribute reworked now works as follows
Add +3 AoE rating for 10+1s per char level buff (what is pretty much trash compared to previous effect)
Was a necessary nerf. It was far too powerful of a skill and completely removed the entire system of AoE attack/defense ratio. It reducing AoE defense ratio to 0, combined with the attribute, was also the cause of many crashes due to overflow.
Aiming still exists and Circling still boosts things quite considerably, but no longer to broken infinity. Falconerâs support is still extremely powerful and now they are doing much damage than before as well.
I do disagree.
Circling reducing to a maximum of 1 AoE Def, I can agree, since this would completly remove the numbers to inifinity issue you talk about.
I just canât seem to understand why they removed [expand], expand only replicated one hit, and it had to be a physical one. The only reason I can think of, is the combination of expand and transcendance, Expand was wonderful, but with transcendance I guess it became too much.
Instead of looking into deeper roots, they destroy joy. I just still cannot fathom why they keep transcendance around, they donât profit from it, it makes their life harder on themselves. It is truly a bad system that has caused collateral damage to my beloved class.
Transcendence has absolutely nothing to do with this. You can have complaints about that (if you want to for some reason), but it really has no relation to this issue.
The attribute just caused a huge effective increase in damage on any given group of enemies; even if it was a small group. The purpose of Circling (especially with these rebalance) is simply to enable more targets to be hit by both your attacks and your allies attacks. The attribute did not follow this design just acted as a damage steroid for any physical class, and an extremely effective one at that (overpowered).
People flock to things that are OP and are surprised when they get nerfed. Most ET groups took 1 falconer, and it didnât matter at all what equipment they had/what you group comp was/etc, because the skills were just that effective. The damage boosts were so strong that in any given group of enemies, it didnât even matter how much HP the enemies had⌠they would just all melt due to the Falconerâs support.
When something is such a huge outlier like that, yeah, itâs gonna get nerfed. Itâs a good change that is healthy for the game.
Indeed, it could cause a mayor increase of damage, of up to 2x times the damage, no more.
I just can think of transcendance as it being the root cause, since theyâve yet to be balancing things in a way that seems more, according to the current game.
I do hope they do find the right balance, someday.
Let me remind you that it also operates within a small area, itâs chance based, 75% not 100%.
Only one hit would be replicated, no more.
This means, if you hit 3 enemies, 3 hits are registered, each has 75% of hitting one other target. At most, youâd see each target getting hit 2 times, but it would be more common to see a hit distribution of:
Target 1 : 1 hit
Target 2 : 1 hits
Target 3 : 3 hits small edit here, the source target would never redirect damage to itself, my bad
It would choose randomly, distributing damage god only knows hows, with limits.
All this means is you prorate the âdouble damageâ slightly to 3/4, which is still stupid.
This doesnât really matter, especially since with it being random, on average everything will end up taking enough damage to just die anyways. The damage is still multiplied too, regardless of where it goes.
Then let me remind you of the whole context expand operates on:
Original circling lasted 10 seconds, with 24 seconds of CD. It is not something you would activate and demolish everything for a prolonged time, it promoves teamwork, as people would communicate in order to use their skills more effectively within a small time window.
Expand, does not enhance the damage of all members of the party, however Iâll agree as it does enhance the partyâs damage. Expand, only works for physical souces of damage.
Transcendance, the base damage we deal, has everything to do with this Iâm afraid, how can you separate the two? if theyâre within the same system, the game. Theyâre bound to interact with each other and thus people will have to decide how to tune them.
You seem to think that damage has no influence on how skills operate, when in truth it is because damage skills are shifting. The main source of damage in this game are not skills, its the items, items that are transcended.
I didnât know that pass would eliminate the 24 seconds CD of the second casted circling. The fact is, it would still have CD.
And, if youâre going to rely on 4 chronos, then, we go back to transcendance allowing a single individual to deal the damage for the whole party.
This is not true because in high intensity scenarios like ET, everyone just uses Pass and keeps it up. Even if they didnât, it was far too effective at this.
Okay, thatâs true and fine. It doubles the physical damage, not that it makes it any more balanced.
Why do you keep bringing this up? Expand is a multiplier for damage dealt. Either people do high âbase damageâ or low, it doesnât matter, Expand is going to multiply it. The effectiveness of Expand in this regard is what is so broken.
âBase damageâ doesnât matter. Transcendence also doesnât matter. Neither of these things change the fact it was such a huge damage amplifier for a single attribute, on top of how effective the skill already was.
Yes, the damage. On top of that, it was just a strange addon to what was already a very potent skill, that did something completely different. Circling increases the damage of targets that can be hit; for some reason they had an attribute that also made them all take more damage.
Thatâs not the end of the world, but the attribute was far too effective and they decided to change it to what it is now (which is still good).
Accidentally deleted my post.
My point is made. Your argument is against something completely different now, so I donât really have any more to say on this topic.
My point is simple: Due to imbalances on how damage is handled, we got the shortend of the stick for a skill that worked marbles for those that did not achieve full transcendance yet.
It was a great attribute, that enabled a lot of cooperation and desire for a falconer. I wish for them to focus on the core issues with their game before trying to handle the rest of it, right now it feels like theyâre playing whackamole.
You are mistake about damage formula. For example: if you get crit then atribute do critical damage too. And it can crit too. So if you strike 1000 and crit = > atribute hit 1500, and can crit to 2300! So it rise damage more then 2x
They wonât be able to balance anything with transcendence and infinite enhancing. There are far more op or broken things in game that need to be fixed that have been ignored.
Expand however, I still find, when examined in the vacuum of non transcended items works quite fairly, eliminating oversights committed at the moment of coding it would of been better, but IMC is IMC, and IMC works as IMC wants.